Welcome to the best Dual Wield Build for Cyberpunk 2077 (Patch 2.5). Update 2.5 finally lets V dual-wield and go in guns blazing with the new Double Trouble perk.

The Dual Wield Build combines Jackie’s La Chingona Dorada, Double Trouble, Run ‘N’ Gun, the Falcon Sandevistan and Ticking Time Bomb: two pistols, no Stamina cost for hip-fire, and an EMP that stuns the whole room every time time slows down.

Table of Contents for the Dual Wield Build:


Strengths and Weaknesses list for the Dual Wield Build:

Strengths

  • DUAL WIELDING WITH JACKIE’S PISTOLS
  • HIP-FIRE WITHOUT STAMINA COST
  • EMP STUN EVERY TIME YOU POP THE SANDEVISTAN
  • SLOW MOTION THAT HEALS YOU
  • MORE CRIT DAMAGE WITH EVERY HEADSHOT
  • LESS DAMAGE THE CLOSER ENEMIES GET
  • ADRENALINE RUSH AS A SECOND HEALTH BAR
  • SANDEVISTAN WHILE RIDING JACKIE’S ARCH

Weaknesses

  • NO QUICKHACKS
  • NO STEALTH TOOLS

Prefer one big gun in one hand? Read my Weak Kingsley Build for revolvers. If you would rather shoot from a rooftop than walk into the room, check out my Sniper Build.


Cyberpunk 2077 Dual Wield Build Overview

This Cyberpunk 2077: Dual Wield Build plays like Jackie would: loud, close and with a grin. I open every fight with the Falcon Sandevistan, and Ticking Time Bomb sends out an EMP a second later that stuns everyone around me. Then I close the distance with a Dash and hip-fire both pistols. Run ‘N’ Gun makes hip-firing free, so my Stamina stays full and Deadeye stays on, and every headshot with La Chingona Dorada adds more Crit Damage and Burn chance. Peripheral Inverse cuts the damage from anyone standing close, Adrenaline Rush soaks up the rest, and every kill during the Sandevistan heals me.

Here is a summary of the most important stuff you want for the Dual Wield Build.

Must-Have Cyberware:

Make sure to read the full list of Cyberware for the rest of the setup.

Must-Have Weapons:

  • La Chingona Dorada (Iconic Power Pistol)
    • Jackie’s pistols. Every headshot increases Crit Damage and Burn chance for a short time. How to get it.
  • Kongou (Iconic Power Pistol)
    • Yorinobu’s pistol from the same night Jackie died. Higher fire rate and less recoil. How to get it.

For alternatives, read the full list of Weapons for this build.

Relic Perks (for Endgame):

My rotation: This is how almost every fight goes for me.

  1. Sandevistan: Pop the Falcon. Ticking Time Bomb charges an EMP that stuns everyone nearby 1 second later.
  2. Close in: Dash into the group while they are stunned. Can’t Touch This protects you during the Dash, and Steady Grip lets you shoot on the way in.
  3. Empty both pistols: Hip-fire for the heads. Run ‘N’ Gun keeps your Stamina full, so Deadeye stays on.
  4. Reload on the move: Muscle Memory lets you reload while you sprint or slide to the next group, and High Noon makes the reload after a headshot kill much faster.
  5. Heal: Kills during the Sandevistan restore Health, and the Blood Pump and Biomonitor fill up Adrenaline Rush when it gets close.

Before La Chingona Dorada: You can get Jackie’s pistol right at the start of Act 2, once you have finished Heroes. Before that, I use the Dying Night, which Robert Wilson gives you for free in Watson, and any Unity or Nue from a weapon vendor. The Dynalar Sandevistan from level 10 holds the Operating System slot until the Falcon unlocks at level 30.


Attributes – Dual Wield Build

Distributing Attributes correctly for the Dual Wield Build is important. Attributes dictate the direction of the build and give access to different tiers of perks depending on how many points you invest in each category.

The Cyberpunk 2077 Dual Wield Build’s primary Attribute is cyberpunk 2077 attribute cool icon Cool. We also invest points in cyberpunk 2077 attribute technical ability icon1 Technical Ability, cyberpunk 2077 attribute body icon Body and cyberpunk 2077 attribute reflexes icon Reflexes. cyberpunk 2077 attribute intelligence icon Intelligence stays at 3. We don’t need it, so those points go into Body and Reflexes instead.

Perk Unlocks

Unlocks occur at attribute levels 4, 9, 15, and 20.

Perks are the bread and butter of every Cyberpunk 2077 build; they make it unique. At 9 & 15, you gain powerful perks that enhance your playstyle. At 20, you get the cherry on top with perks that can further change your playstyle with any given build.

Read here how to get more Perk Points in Cyberpunk 2077.


Dual Wield Build Start Attributes

At the start of the game, select the following Attribute allocation to give us the optimal start for the Dual Wield Build in Cyberpunk 2077.

Attribute Points Description

cyberpunk 2077 attribute cool icon
Cool

+3
  • Unlocks Road Warrior right away, and gets you closer to Focus at 9.
cyberpunk 2077 attribute body icon

Body

+2
  • Unlocks Painkiller and the health regen row.
cyberpunk 2077 attribute technical ability icon1

Technical Ability

+1
  • Unlocks Glutton for War for an extra health item charge.
cyberpunk 2077 attribute reflexes icon

Reflexes

+1
  • Unlocks Slippery, Multitasker and Muscle Memory, so you can shoot and reload on the move.
cyberpunk 2077 attribute intelligence icon

Intelligence

None
  • N/A


Max Level Attributes

Cyberpunk 2077 Dual Wield Build Max Attributes

At max level, you want to have the following distribution of Attributes for the Dual Wield Build in Cyberpunk 2077:

  • cyberpunk 2077 attribute cool icon 20 Cool
  • cyberpunk 2077 attribute technical ability icon1 20 Technical Ability
  • cyberpunk 2077 attribute body icon 20 Body
  • cyberpunk 2077 attribute reflexes icon 18 Reflexes
  • cyberpunk 2077 attribute intelligence icon 3 Intelligence

Why these numbers: Cool goes to 20 for Run ‘N’ Gun, Technical Ability goes to 20 for Edgerunner and Ticking Time Bomb, and Body goes to 20 for Pain to Gain. This build stands in the middle of the fight, and every Body point also adds +2 Max Health. Reflexes sits at 18: Air Dash only needs 15, but every extra point adds +0.5% Crit Chance and +0.1 seconds to the Falcon Sandevistan. Intelligence stays at 3. At 9 it would count for Renaissance Punk, but with Edgerunner those 4 extra Cyberware Capacity are only worth about 2% Max Health, and the 6 Attribute Points do more in Body and Reflexes. Every Cool point also adds +1.25% Crit Damage and more headshot damage through the Shock Absorber.


Perks – Dual Wield Build Cyberpunk 2077

In this section of the Cyberpunk 2077 Dual Wield Build, I will explain the perks that we use for each attribute.

Perk Points: To get perk points, you can either simply level up or farm Perk Shards. Read our guide on all 13 Perk Shard Locations in Cyberpunk 2077, with map locations, screenshots, and the nearest fast travel point for each shard.

Perk Order: The bold perks are the core of the build, so pick them up before the non-bold ones. While you are leveling, rush Cool: Double Trouble and Focus at 9, then Deadeye and High Noon at 15. Technical Ability to 9 comes next for All Things Cyber and Renaissance Punk. Run ‘N’ Gun, Pain to Gain, Edgerunner and Ticking Time Bomb come last, since they need 20.

Perk Points: This build uses 74 of the 80 Perk Points at level 60 without the new 2.5 perks. That leaves 6 points for Double Trouble and its four side perks.


cyberpunk 2077 attribute cool iconCool Perks

Cyberpunk-2077-Dual-Wield-Build-Cool-Perks

The cyberpunk 2077 attribute cool icon Cool Perk-Tree is the heart of the Dual Wield Build, and we max it out at 20. Pistols are Cool weapons, so we take the whole gun branch with Focus, Deadeye and Run ‘N’ Gun, and Double Trouble is where dual-wielding comes from.

Perk Prioritization: Prioritize perks in bold.

cyberpunk 2077 attribute cool icon Cool Perk Tree Summary

Everything a gunslinger needs.

  • Dual-wielding with Double Trouble
  • Hip-fire without Stamina cost
  • More headshot and weakspot damage
  • Much faster reloads after kills
  • Full damage at any distance while Deadeye is active
  • Sandevistan while driving

Level 4 Perks

One perk for Jackie’s bike.

Perk Description
Road Warrior icon Cyberpunk2077

Road Warrior

Use the Sandevistan to slow time while driving, and +25% weapon damage while your vehicle is drifting or in the air. Jackie would approve.

Level 9 Perks

Focus and the perks around it.

Perk Description

Double Trouble

Unlocks the ability to dual-wield Power Pistols and Revolvers. But each weapon deals 37.5% less damage. Two pistols at 62.5% damage each still add up to more than one.

TBA

TBA. Double Trouble Sideperk.

TBA

TBA. Double Trouble Sideperk.

TBA

TBA. Double Trouble Sideperk

TBA

TBA. Double Trouble Sideperk
Focus icon Cyberpunk2077

Focus

+10% headshot and weakspot damage, then Focus mode. Aim at full Stamina and shooting costs no Stamina for 2.5 seconds. [2.5 TBD: check if Focus triggers while dual-wielding]
Head to Head icon Cyberpunk2077

Head to Head

While Focus is active, a ranged kill resets its duration. It also leads to Deep Breath.
Deep Breath icon Cyberpunk2077

Deep Breath

Slows time by 25% while Focus is active. A free bit of slow motion every time Focus kicks in.
No Sweat icon Cyberpunk2077

No Sweat

Every kill while Focus is active lowers the Stamina that Focus costs when it ends.
Rinse and Reload icon Cyberpunk2077

Rinse and Reload

A much faster reload after a kill while aiming, stacking twice.
Pull! icon Cyberpunk2077

Pull!

While Focus is active, it is easier to shoot grenades out of the air, and the blast is more powerful. Enemy grenades become your grenades.

Level 15 Perks

Deadeye and everything behind it.

Perk Description
Deadeye icon Cyberpunk2077

Deadeye

+10% headshot and weakspot damage, -25% Stamina cost for shooting, then Deadeye mode. Above 85% Stamina you get +20% headshot damage, +20% weakspot damage and no bullet spread. With Run ‘N’ Gun your Stamina barely moves, so Deadeye is on almost all the time.
High Noon icon Cyberpunk2077

High Noon

While Deadeye is active, a headshot kill gives you a much faster next reload, and time slows while you reload. A 10 round magazine goes quickly, and this keeps the reloads short.
Long Shot icon Cyberpunk2077

Long Shot

While Deadeye is active, your shots always deal full damage regardless of distance. Pistols lose damage fast over range, and this removes that.
Quick Draw icon Cyberpunk2077

Quick Draw

Faster weapon swaps to Pistols and Revolvers, and some Stamina back when you swap during combat.
California Reaper icon Cyberpunk2077

California Reaper

+30% Stamina after a ranged headshot kill. It keeps you above 85% Stamina for Deadeye.

Level 20 Perks

Cool is at 20, so we take the capstone for Handguns.

Perk Description
Run 'N' Gun icon Cyberpunk2077

Run ‘N’ Gun

Hip-firing Handguns no longer costs Stamina, and while Focus is active you get a huge movement speed boost. Your Stamina stays full, so Deadeye stays on while you empty both pistols.


cyberpunk 2077 attribute technical ability icon1Technical Ability Perks

Cyberpunk 2077 Dual Wield Build Technical Ability Perks

The cyberpunk 2077 attribute technical ability icon1 Technical Ability Perk-Tree keeps the gunslinger alive and chromed. The left branch gives us more health items and the explosive perks that lead to Ticking Time Bomb, and the middle branch handles the cyberware and leads to Edgerunner. Max it out to 20.

Perk Prioritization: Prioritize perks in bold.

cyberpunk 2077 attribute technical ability icon1 Technical Ability Perk Tree Summary

Sustain, chrome and an EMP on every Sandevistan.

  • More health items that recharge faster
  • An EMP that stuns everyone nearby when you activate the Sandevistan
  • Stronger cyberware that lasts longer
  • More Cyberware Capacity from Renaissance Punk and Edgerunner
  • Grenades that come back faster and hurt you less

Level 4 Perks

The health item perks on the left.

Perk Description
Glutton for War icon Cyberpunk2077

Glutton for War

+1 health item charge. Every health item also fills your Adrenaline once Adrenaline Rush is unlocked.
First Aid icon Cyberpunk2077

First Aid

+15% recharge speed for health items when you have only used one charge.
Transfusion icon Cyberpunk2077

Transfusion

+30% health from the final charge of your health item.

Level 9 Perks

Health items and grenades on the left, the Cyberware perks in the middle.

Perk Description
Health Freak icon Cyberpunk2077

Health Freak

Faster recharge for health items and grenades, then an instant partial recharge after every kill. Max it out.
Borrowed Time icon Cyberpunk2077

Borrowed Time

If you are below 25% health and out of health item charges, your next kill instantly recharges a health item.
Demolitions Surplus icon Cyberpunk2077

Demolitions Surplus

+1 grenade charge, and much faster grenade recharge outside of combat.
Field Medic icon Cyberpunk2077

Field Medic

15% faster health item use in combat.
Coming in Hot icon Cyberpunk2077

Coming in Hot

+50% grenade recharge speed when you have no grenades left.
All Things Cyber icon Cyberpunk2077

All Things Cyber

+10% to all cyberware stat modifiers and -20% Cyberware Capacity cost for Integumentary System and Skeleton chrome. That discount alone saves about 21 capacity in this build. Max it out.
Driver Update icon Cyberpunk2077

Driver Update

Every cyberware gets an additional stat modifier.
Chipware Connoisseur icon Cyberpunk2077

Chipware Connoisseur

When you upgrade cyberware, you can choose between two stat modifiers, and from Tier 3 between three. You get to pick Crit Chance and Crit Damage instead of hoping for them.
Lucky Day icon Cyberpunk2077

Lucky Day

+25% crafting components from looting. Upgrading two iconic pistols to Tier 5++ eats a lot of components.
Renaissance Punk icon Cyberpunk2077

Renaissance Punk

+4 Cyberware Capacity for each Attribute at 9 or higher. Cool, Technical Ability, Body and Reflexes all count, so that is +16 capacity. Intelligence stays at 3, see the Attributes section.
Chrome Constitution icon Cyberpunk2077

Chrome Constitution

-5% incoming damage while all your Integumentary System and Skeleton slots are filled. This build fills all of them.

Level 15 Perks

Pyromania and the explosive perks on the left, chrome in the middle.

Perk Description
Pyromania icon Cyberpunk2077

Pyromania

Faster health item and grenade recharge, a bigger grenade explosion radius, then Pyromania stacks when your explosions hit enemies. Ticking Time Bomb sits behind it.
Burn This City icon Cyberpunk2077

Burn This City

At 6 Pyromania stacks, the stacks are used up to instantly give you a grenade charge back, and their bonuses stay active for 1 more second.
Heat Shield icon Cyberpunk2077

Heat Shield

Every Pyromania stack gives you Mitigation Chance. Throw a grenade into the group before you walk in.
Friendlier Fire icon Cyberpunk2077

Friendlier Fire

+50% resistance to damage and effects from your own explosions. At pistol range, your grenades go off close to you too.
License to Chrome icon Cyberpunk2077

License to Chrome

+10% to all cyberware stat modifiers, +40 armor and an extra Skeleton slot. Max it out.
Ambidextrous icon Cyberpunk2077

Ambidextrous

A second Hands slot, which holds the Ballistic Coprocessor.
Extended Warranty icon Cyberpunk2077

Extended Warranty

+15% duration for all cyberware effects. The Sandevistan lasts longer.

Level 20 Perks

Technical Ability is at 20, so we take two capstones.

Perk Description
Ticking Time Bomb icon Cyberpunk2077

Ticking Time Bomb

Every time you activate the Sandevistan, you charge an EMP that hits nearby enemies 1 second later. It stuns them and deals damage based on how many cyberware implants you have and their tier, and you take less damage while it charges. Every fight starts with the whole group stunned.
Edgerunner icon Cyberpunk2077

Edgerunner

Go up to 50 points over your Cyberware Capacity, for -0.5% Max Health per point. Kills can also put you into a Fury state with +10% damage, +30% Crit Chance and +50% Crit Damage, and the further you are over capacity, the higher the chance. This build sits about 37 points over, see the Cyberware section.

Skip: Cyborg only works when every cyberware slot is filled, and both hands are busy with pistols, so the Arms slot stays empty.


cyberpunk 2077 attribute body iconBody Perks

Cyberpunk 2077 Dual Wield Build Body Perks New

The cyberpunk 2077 attribute body icon Body Perk-Tree is only used for its middle branch: health regen and Adrenaline Rush. This build stands in the middle of the fight, and Body keeps it there. We max it out at 20 for Pain to Gain.

Perk Prioritization: Prioritize perks in bold.

cyberpunk 2077 attribute body icon Body Perk Tree Summary

Health, and more health.

  • Health regen during combat that gets faster the lower your health is
  • More health regen for every enemy around you
  • Adrenaline Rush as a second health bar
  • Immunity to knockdown and blinding during Adrenaline Rush
  • Health items that recharge with every kill during Adrenaline Rush
  • Vehicle collisions that only hurt the other guy

Level 4 Perks

The health regen row, and Fury Road for Jackie’s bike.

Perk Description
Painkiller icon Cyberpunk2077

Painkiller

Unlocks passive health regeneration during combat.
Comeback Kid icon Cyberpunk2077

Comeback Kid

The lower your health, the faster you regenerate.
Army of One icon Cyberpunk2077

Army of One

More health regen for each nearby enemy. This build wants enemies nearby, so this works the whole fight.
Speed Junkie icon Cyberpunk2077

Speed Junkie

+100% Health Regen while sprinting.
Dorph-head icon Cyberpunk2077

Dorph-head

Using the Blood Pump or a health item gives you a big boost to Mitigation Chance for 1 second.

Level 9 Perks

We don’t use any level 9 perks. They are all for Body weapons and Blunt weapons.

Level 15 Perks

Adrenaline Rush and the perks that branch off it.

Perk Description
Adrenaline Rush icon Cyberpunk2077

Adrenaline Rush

+35 max health, +20% to all health regen, then Adrenaline Rush itself. Health items and the Blood Pump now also give Adrenaline equal to 30% of your max health, shown as a yellow second health bar.
Juggernaut icon Cyberpunk2077

Juggernaut

+20% movement speed and +10% damage while Adrenaline Rush is active.
Unstoppable Force icon Cyberpunk2077

Unstoppable Force

Immunity to movement penalties, knockdown and blinding while Adrenaline Rush is active. Nobody stops you halfway through the room.
Calm Mind icon Cyberpunk2077

Calm Mind

A 3 second delay before Adrenaline starts decaying.

Level 20 Perks

Body is at 20, so we take one capstone.

Perk Description
Pain to Gain icon Cyberpunk2077

Pain to Gain

While Adrenaline Rush is active, every kill recharges your health items by 20%. Your health items refill your Adrenaline, and your kills refill your health items. In a big fight, you barely run dry.


cyberpunk 2077 attribute reflexes iconReflexes Perks

Cyberpunk 2077 Dual Wield Build Reflexes Perks

The cyberpunk 2077 attribute reflexes icon Reflexes Perk-Tree is only used for its movement branch in the middle, plus Stuntjock for the bike. Pistols want you close, and this is how you get there. Reflexes sits at 18.

Perk Prioritization: Prioritize perks in bold.

cyberpunk 2077 attribute reflexes icon Reflexes Perk Tree Summary

Movement, and getting hit less while moving.

  • Shoot and reload while sprinting, sliding and vaulting
  • Dash and Air Dash, and shooting while dashing
  • Mitigation while dashing and in midair
  • Stamina back after kills while dashing
  • Shooting while jumping off your bike

Level 4 Perks

Slippery and the movement row behind it, and Stuntjock on the left.

Perk Description
Slippery icon Cyberpunk2077

Slippery

The faster you move, the harder you are to hit. It also opens the movement branch.
Multitasker icon Cyberpunk2077

Multitasker

Shoot while sprinting, sliding and vaulting. You never have to stop shooting.
Muscle Memory icon Cyberpunk2077

Muscle Memory

Reload while sprinting, sliding and vaulting. Run to the next group and arrive with full magazines.
Power Slide icon Cyberpunk2077

Power Slide

Longer slides, so you can slide straight into the group and shoot on the way.
Parkour! icon Cyberpunk2077

Parkour

Faster vaulting and climbing.
Stuntjock icon Cyberpunk2077

Stuntjock

New ways to exit a vehicle: jump out or slide out at high speed, and you can draw and fire your weapons during these stunts. While driving, movement no longer adds bullet spread.

Level 9 Perks

Dash and the perks around it.

Perk Description
Dash icon Cyberpunk2077

Dash

Rank 1 cuts dodge and dash stamina cost, rank 2 unlocks the Dash itself. Aim during a Dash and Kerenzikov slows time.
Can't Touch This icon Cyberpunk2077

Can’t Touch This

+100% mitigation chance while dashing.
Steady Grip icon Cyberpunk2077

Steady Grip

Shoot while dashing. Dash into the group with both pistols firing.
Mad Dash icon Cyberpunk2077

Mad Dash

+100% Dash range toward enemies. Exactly the direction this build likes to dash in.
Mean Streak icon Cyberpunk2077

Mean Streak

+40% Stamina after a kill while dashing. More Stamina means more Deadeye.

Level 15 Perks

Air Dash and the midair perks.

Perk Description
Air Dash icon Cyberpunk2077

Air Dash

Lower dash stamina cost, faster dashes, then the ability to dash in midair.
Aerial Acrobat icon Cyberpunk2077

Aerial Acrobat

Better control in midair.
Aerodynamic icon Cyberpunk2077

Aerodynamic

A big boost to Mitigation Strength while you are in midair.

Level 20 Perks

We don’t use any level 20 perks. Reflexes sits at 18.


cyberpunk 2077 attribute intelligence icon Intelligence Perks

We don’t spend any perk points or Attribute Points in Intelligence. It stays at 3, because with Edgerunner the +4 capacity Renaissance Punk would give at 9 isn’t worth 6 Attribute Points.


cyberpunk 2077 attribute relic iconRelic Perks (Phantom Liberty DLC)

Cyberpunk 2077 Dual Wield Build Relic Perks

The Relic skill tree only exists if you own Phantom Liberty. This build only uses the Vulnerabilities branch. The Jailbreak branch is for arm cyberware, which this build doesn’t use, and the Optical Camo branch is for stealth.

cyberpunk 2077 attribute relic icon Relic Perks

Perk Description
Vulnerability Analytics icon Cyberpunk 2077

Vulnerability Analytics

Shows Vulnerabilities on enemy armor and cyberware. Hitting one gives 100% crit chance and +25% armor penetration, and destroying it sets off an EMP blast. Two pistols put a lot of bullets into them.
Machine Learning icon Cyberpunk 2077

Machine Learning

Destroying a Vulnerability makes new ones appear more often and grants crit damage against them, stacking five times with the effects doubled at max stacks.


Cyberware for the Dual Wield Build in Cyberpunk 2077

 

Crits, slow motion and staying alive up close: The Face and Hands make both pistols crit more and kick less, the Sandevistan and Kerenzikov slow time, and the Skeleton, Peripheral Inverse and the Circulatory System keep you alive in the middle of the group. Both hands are busy, so the Arms slot stays empty.

Cyberware Capacity: At level 60 you have 201 Cyberware Capacity, plus 15 from the Engineer skill tree and 16 from Renaissance Punk, so 232 in total. Everything marked bold or without a note below costs about 269 at Tier 5++, already including the -20% from All Things Cyber on the Skeleton and Integumentary System. That is 37 points over, and Edgerunner lets you go up to 50 over. It costs -0.5% Max Health per point, so about -18.5% Max Health, which the Epimorphic Skeleton and Adrenaline Rush give most of back. Edgerunner needs 20 Technical Ability, so until you have it, leave the Kinetic Frame, Countershell, Reflex Tuner and Heal-on-Kill out. That brings you down to about 232, just inside the limit.

Important: Priority Cyberware is marked in bold.

How to get and upgrade Cyberware

  • Finding vs. Buying: Cyberware can be found as world loot or bought from Ripperdocs. Both world loot and Ripperdoc store inventories are strictly locked to your character’s level. You cannot buy higher tier cyberware than your level allows.
  • Level Tiers:
    • Tier 1 – Level 1-9
    • Tier 2 – Level 10-19
    • Tier 3 – Level 20-29
    • Tier 4 – Level 30-39
    • Tier 5 – Level 40+
  • Upgrading: While you can’t buy high-tier cyberware early, you can upgrade any cyberware you already own all the way to Tier 5++ at any Ripperdoc, regardless of your level, as long as you have the required item components.

Ripperdocs Inventory

All Ripperdocs in Night City have the same inventory, except the Ripperdoc in Dogtown (Phantom Liberty DLC), who has exclusive iconic Cyberware.

  • Night City Ripperdocs – Standard Cyberware (Tier 1-5).
  • Dogtown (Phantom Liberty DLC) – Standard Cyberware + Iconic Cyberware

Operating System

Cyberware Description
Militech Falcon Sandevistan icon Cyberpunk 2077

Militech “Falcon” Sandevistan

  • Slows time by 70% while you move at full speed, with +10% damage, +15% Crit Chance and +10% Crit Damage on top.
  • Every kill while it is active extends it by 5% and restores 12% Health. In the middle of a group, that adds up fast.
  • Max duration 10 seconds, plus 0.1 seconds per Reflexes point and +15% from Extended Warranty. 30 second cooldown.
  • Every activation also triggers Ticking Time Bomb, so every Sandevistan starts with an EMP.
Militech Apogee Sandevistan icon Cyberpunk 2077

Militech “Apogee” Sandevistan
(Alternative)

Slows time by 85% with +20% headshot damage, +20% Crit Chance and +20% Crit Damage, but only for 6 seconds, and kills give Stamina instead of Health. More damage, less sustain.
Dynalar Sandevistan icon Cyberpunk 2077

Dynalar Sandevistan
(Early Game)

Slows time by 50% with +15% Crit Chance and +15% Crit Damage for 9 seconds. The Sandevistan I use until the Falcon unlocks, and it only costs 18 capacity.

Location of items:

  • Militech “Falcon” Sandevistan: Iconic, any Ripperdoc after level 30. You also get it during Black Steel in the Hour of Chaos (Phantom Liberty) if you enlist Carol Emeka’s help.
  • Militech “Apogee” Sandevistan: Iconic, any Ripperdoc once you reach level 40.
  • Dynalar Sandevistan: Any Ripperdoc from level 10, with tier improving as you level.

Frontal Cortex

Cyberware Description
Kerenzikov Boost System icon Cyberpunk 2077

Kerenzikov Boost System

Improves Kerenzikov: no Stamina cost for shooting while it is active, and time slows even more. Only 3 capacity.
Mechatronic Core icon Cyberpunk 2077

Mechatronic Core

+40% damage against drones, robots, mechs and turrets. Pistols struggle against mechs, and this helps. Only 5 capacity.
Self-ICE icon Cyberpunk 2077

Self-ICE

Automatically negates an enemy quickhack, with a 20 second cooldown. Only 5 capacity.

Location of items:

  • Kerenzikov Boost System: Any Ripperdoc after level 20, scaling up to Tier 5.
  • Mechatronic Core: Sold by Ripperdocs, with quality scaling as you level.
  • Self-ICE: Any Ripperdoc after level 20.

Face

Cyberware Description
Kiroshi Cockatrice Optics icon Cyberpunk 2077

Kiroshi “Cockatrice” Optics

+35% Crit Chance for every bullet from both pistols.
Kiroshi Sentry Optics icon Cyberpunk 2077

Kiroshi “Sentry” Optics
(Early Game)

Highlights cameras and turrets when scanning. Only 2 capacity, so it is my pick until I reach Dogtown.

Location of items:

  • Kiroshi “Cockatrice” Optics: Iconic, Dogtown Ripperdocs from level 35 (Phantom Liberty DLC), also found in Dogtown airdrops.
  • Kiroshi “Sentry” Optics: Any Ripperdoc.

Arms

Both hands hold a pistol, so I leave the Arms slot empty. That also saves capacity, and every point over the limit costs Max Health with Edgerunner. This is also why the build skips the Cyborg perk, which only works when every slot is filled.


Hands

Cyberware Description
Shock Absorber icon Cyberpunk 2077

Shock Absorber

-24% recoil, and every Cool point adds +0.2% headshot and weakspot damage, so +4% at 20 Cool. Two pistols means twice the recoil.
Ballistic Coprocessor icon Cyberpunk 2077

Ballistic Coprocessor

Increased ricochet chance with Power weapons, +35% ricochet damage and a preview of the ricochet path. La Chingona Dorada and the Kongou are both Power pistols. Only 2 capacity.

Ambidextrous gives you the second Hands slot.

Location of items:

  • Shock Absorber: Any Ripperdoc from level 10, with quality scaling by level.
  • Ballistic Coprocessor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.

Skeleton

Cyberware Description
Epimorphic Skeleton icon Cyberpunk 2077

Epimorphic Skeleton

+13% Max Health. It gives back most of what Edgerunner takes.
Spring Joints icon Cyberpunk 2077

Spring Joints

+16% Mitigation Strength. Slippery, Can’t Touch This, Neofiber and Heat Shield all give Mitigation Chance, and this makes every one of those mitigated hits hurt less.
Kinetic Frame icon Cyberpunk 2077

Kinetic Frame

+16% Mitigation Chance while your Stamina is above 85%. Run ‘N’ Gun keeps your Stamina up there, so this is on almost all the time.

License to Chrome gives you the third Skeleton slot. Fill all three for Chrome Constitution.

Location of items:

  • Epimorphic Skeleton: Any Ripperdoc upon reaching level 30.
  • Spring Joints: Any Ripperdoc from level 10, with quality scaling by level.
  • Kinetic Frame: Any Ripperdoc, with quality scaling as you level.

Nervous System

Cyberware Description
Kerenzikov icon Cyberpunk 2077

Kerenzikov

Aim during a slide, dodge or Dash and time slows by 60% for 3.75 seconds, with a 6 second cooldown. You need it for the Kerenzikov Boost System.
Neofiber icon Cyberpunk 2077

Neofiber

+11% Mitigation Chance and +11% Mitigation Strength, so you simply take less damage while standing in the middle of the group.
Reflex Tuner icon Cyberpunk 2077

Reflex Tuner

Slows time by 60% for 4.5 seconds when your Health drops below 25%. Time to drink, dash away or finish the last guy. Only 5 capacity.

Location of items:

  • Kerenzikov: Any Ripperdoc from level 10, with quality scaling by level.
  • Neofiber: Any Ripperdoc after level 20.
  • Reflex Tuner: Sold by Ripperdocs, with quality scaling as you level.

Circulatory System

Cyberware Description
Blood Pump icon Cyberpunk 2077

Blood Pump

Works as a second health item: 110 health right away, then 23 health per second for 6 seconds. With Adrenaline Rush it also fills your Adrenaline.
Biomonitor icon Cyberpunk 2077

Biomonitor

Automatically uses your health item when your health drops below 50%, and +16% health item effectiveness. Both hands are busy shooting, so let the Biomonitor handle the healing.
Heal-On-Kill icon Cyberpunk 2077

Heal-on-Kill

+7.5% Health for every kill. With the Falcon’s 12% on top, every kill during the Sandevistan heals you for almost 20%.

Location of items:

  • Blood Pump: Ripperdocs from level 10.
  • Biomonitor: Sold by Ripperdocs, with quality scaling as you level.
  • Heal-on-Kill: Sold by Ripperdocs, with quality scaling as you level.

Integumentary System

Cyberware Description
Peripheral Inverse icon Cyberpunk 2077

Peripheral Inverse

Iconic ProxiShield: up to -45% damage from enemies within 3 metres, tapering off to nothing at 6 metres. This build stands right in front of them.
Countershell icon Cyberpunk 2077

Countershell

+50% Mitigation Chance for 4 seconds when you lose 35% of your health within 3 seconds.
Subdermal Armor icon Cyberpunk 2077

Subdermal Armor

A big chunk of Armor for only 5 capacity, and it fills the third slot for Chrome Constitution.

Location of items:

  • Peripheral Inverse: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
  • Countershell: Sold by Ripperdocs, with quality scaling as you level.
  • Subdermal Armor: You get it during the intro quest The Ripperdoc, and Ripperdocs sell better versions as you level.

Legs

Cyberware Description
Reinforced Tendons icon Cyberpunk 2077

Reinforced Tendons

Double jump. Together with Air Dash, you can jump over cover and shoot down into the group.
Jenkins' Tendons icon Cyberpunk 2077

Jenkins’ Tendons
(Alternative)

A big sprint speed boost for the first few seconds of a sprint, if you would rather run straight at them.

Location of items:

  • Reinforced Tendons: Any Ripperdoc from level 10.
  • Jenkins’ Tendons: Any Ripperdoc from level 10.

Weapons for the Dual Wield Build in Cyberpunk 2077

Pistols are Cool weapons, so every gun perk in the Cool tree works with them, and Run ‘N’ Gun only works with Handguns.

Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.

Item Description
La Chingona Dorada icon Cyberpunk 2077

2x La Chingona Dorada
(Main)

Jackie’s pistols, and the main weapons. Every headshot gives +10% Crit Damage and +10% Burn chance for 3 seconds, stacking up to 10 times, and the next time you equip them, you get extra ammo equal to the number of headshots. A 10 round magazine and a high fire rate.
Kongou icon Cyberpunk 2077

Kongou
(Alternative)

Yorinobu Arasaka’s pistol, taken on the same night Jackie died. Reduced recoil and a higher fire rate make up for the smaller magazine, and its mods let you ricochet even without the cyberware.
Nue icon Cyberpunk 2077

Nue
(Early Game)

The Tsunami pistol La Chingona Dorada is built on. Sold by weapon vendors, so it is the easiest way to get a matching pair early on.
Dying Night icon Cyberpunk 2077

Dying Night
(Early Game)

Robert Wilson’s modded Lexington. More damage while moving and guaranteed Shock with rapid hits, and you get it for free early in Act 1.

Location of items:

  • La Chingona Dorada: Both pistols are on Jackie’s ofrenda at El Coyote Cojo after the side job Heroes. If you missed them, Herold Lowe at the EBM Petrochem Stadium sells it. See below.
  • Kongou: On the table by the bed in Yorinobu’s penthouse during The Heist, or from Herold Lowe at the EBM Petrochem Stadium. See below.
  • Nue: Sold by weapon vendors across Night City and found as loot, with quality scaling as you level.
  • Dying Night: Robert Wilson gives it to you for free during the quest The Gun in Little China, Watson.

Grenades: Any explosive grenade. Explosions build Pyromania stacks, Heat Shield turns those stacks into Mitigation Chance, and Burn This City gives you a grenade back at 6 stacks. I throw one into the group before I walk in.

Health item: MaxDOC MK.5 for the big instant heal.

Vehicle: Jackie’s ARCH. Mama Welles gives you the keys at the end of Heroes. Road Warrior, Stuntjock and Fury Road make it a weapon of its own: Sandevistan while you ride, jump off at full speed with both pistols firing, and take no damage when you ram someone.


La Chingona Dorada (Iconic Power Pistols) – How To Get Them

La Chingona Dorada icon Cyberpunk 2077

 

Cyberpunk 2077 How to get La Chngona Dorada Dual Wield Pistols

Jackie’s pistols. A beautiful marriage of Japanese technology and Valentino style, and the reason I wanted to dual-wield in the first place. Getting them depends on a choice you make at the end of Act 1, so read this before you finish The Heist.

  • Prerequisites: At the end of The Heist, when Delamain asks where to take Jackie, choose “Take him home, to his family.” Sending him to Vik only gets you the bike.
  • Where: El Coyote Cojo bar in Heywood.
  • How to Get It: Call Mama Welles to start the side job Heroes and attend Jackie’s ofrenda. When the quest is done, leave the bar, skip at least 24 hours and come back. Both of Jackie’s pistols are on the altar, next to his picture.
  • Extra: Mama Welles also gives you the keys to Jackie’s ARCH (Garage) at the end of the quest, where you can also find good loot.
  • Note: La Chingona Dorada is one of the very few guns you can own twice, which is exactly what Double Trouble needs. If you missed them, Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty) sells it.

Kongou (Iconic Power Pistol) – How To Get It

Kongou icon Cyberpunk 2077

Cyberpunk 2077 How to get the Kongou pistol

The iron Yorinobu Arasaka packed during his troubled youth. As beautiful as it is deadly, and a fitting partner for La Chingona Dorada, since both come from the night of The Heist.

  • Prerequisites: None, but it is missable.
  • Where: Yorinobu’s penthouse in Konpeki Plaza, during The Heist (early game).
  • How to Get It: It is on the table by the bed in the penthouse.
  • Note: If you missed it, Herold Lowe at the EBM Petrochem Stadium (Phantom Liberty) sells it.

Gear for the Dual Wield Build in Cyberpunk 2077

Since gear is mostly cosmetic, you can wear whatever you want. All of this build’s defense comes from cyberware instead, mainly the Epimorphic Skeleton, Peripheral Inverse, Neofiber and Adrenaline Rush.


Skill Progression in Cyberpunk 2077

This is often overlooked; in the character menu, you can actually click on “Skill Progression”. This will send you to a very powerful mechanic in Cyberpunk 2077.

By leveling up these trees you gain powerful effects.

For our Cyberpunk 2077: Dual Wield Build you want to focus on Headhunter, Engineer and Shinobi. Headhunter is the big one: every pistol kill and every headshot levels it, and it gives +10% headshot damage at level 10 and another +15% at 30. Engineer gives you the extra Cyberware Capacity this build counts on, and Shinobi comes naturally from dashing into every fight.


Headhunter (Cool)

  • Level 5: -10% Visibility to enemies
  • Level 10: +10% Headshot & Vulnerability damage
  • Level 15: +1 Perk Point
  • Level 20: No weapon sway when crouched
  • Level 25: -10% Visibility to enemies
  • Level 30: +15% Headshot & Vulnerability damage
  • Level 35: +1 Perk Point
  • Level 40: Optical Camo is active while grappling enemies
  • Level 45: -30% Recovery time after a throw
  • Level 50: +30% Crouch walk & sprint speed
  • Level 55: Undetected damage bonus lasts 3s in combat
  • Level 60: +15% Optical Camo charge on stealth/special kills

How to Level Up Headhunter (Cool)

  • Looting Skill Shards from chests and enemies.
  • Perform stealth takedowns and neutralizations on unaware enemies.
  • Get headshots and hit enemy weakspots using any weapon type.
  • Defeat enemies using pistols, revolvers, sniper rifles, precision rifles, or thrown weapons (knives and axes).
  • Deal damage and secure kills while crouching or using Optical Camo.

Engineer (Technical Ability)

  • Level 5: +15 Armor
  • Level 10: +5 Cyberware Capacity
  • Level 15: +1 Perk Point
  • Level 20: +10% Grenade damage & explosion radius
  • Level 25: +25 Armor
  • Level 30: +10 Cyberware Capacity
  • Level 35: +1 Perk Point
  • Level 40: Increased Shock chance when charging Tech weapons
  • Level 45: +15% Health Item effectiveness
  • Level 50: +30% to all Cyberware stat modifiers
  • Level 55: +10% Bolt damage, +40% Bolt burn, Chain Lightning burns
  • Level 60: Fury Mode: You occasionally release a massive EMP blast

How to Level Up Engineer (Technical Ability)

  • Looting Skill Shards from chests and enemies.
  • Defeat enemies using Tech weapons, especially by firing fully charged shots or Bolt shots.
  • Get kills using damage-dealing grenades or the Projectile Launch System (PLS) cyberware.
  • Craft new weapons, quickhacks, and item components.
  • Upgrade weapons and cyberware at Ripperdocs or through your crafting menu.
  • Dismantle weapons, armor, and junk items into crafting components.

Shinobi (Reflexes)

  • Level 5: +5% Movement Speed
  • Level 10: -5% Dodge/Dash Stamina cost
  • Level 15: +1 Perk Point
  • Level 20: Better accuracy after dodging/dashing
  • Level 25: +5% Movement Speed
  • Level 30: -10% Dodge/Dash Stamina cost
  • Level 35: +1 Perk Point
  • Level 40: Increased Mitigation Chance the faster you move
  • Level 45: +25% Fast Attack damage
  • Level 50: Sliding & Air Dashing reload 20% of your weapon
  • Level 55: Mid-air/Slow-mo: low stamina does not penalize combat
  • Level 60: Sandevistan Mode: +40% Crit Chance; No movement Stamina cost

How to Level Up Shinobi (Reflexes)

  • Looting Skill Shards from chests and enemies.
  • Defeat enemies using blade weapons (Katanas, Machetes, Chainswords, or Mantis Blades).
  • Actively dodge, dash, air-dash, slide, and vault while in active combat.
  • Defeat enemies using Assault Rifles or Submachine Guns (SMGs), especially while moving at high speeds.

Solo (Body)

  • Level 5: +50 Carrying Capacity
  • Level 10: +10 Max Health
  • Level 15: +1 Perk Point
  • Level 20: +20% Fist/Gorilla Arms damage & speed (Fists bleed)
  • Level 25: +100 Carrying Capacity
  • Level 30: +15% Max Health
  • Level 35: +1 Perk Point
  • Level 40: +10% Crit Chance within 5 meters
  • Level 45: +25% Strong/Quick Melee damage
  • Level 50: +25% Health after performing a Finisher
  • Level 55: Adrenaline decays 50% slower, min 10% floor
  • Level 60: Berserk Mode: +30% Finisher threshold, +50% Finisher heal, +30% duration

How to Level Up Solo (Body)

  • Looting Skill Shards from chests and enemies.
  • Defeat enemies using Heavy Weapons (Shotguns, Light Machine Guns, and Heavy Machine Guns).
  • Defeat enemies using blunt weapons, Gorilla Arms, or bare fists.
  • Force open locked doors, rip heavy turrets from their mounts, and pass physical Body attribute checks in the world.
  • Execute physical melee finishers.

Netrunner (Intelligence)

  • Level 5: +5% RAM Recovery Rate
  • Level 10: +1 Max RAM
  • Level 15: +1 Perk Point
  • Level 20: +20% Smart Weapon lock-on range
  • Level 25: +5% RAM Recovery Rate
  • Level 30: +1 Max RAM
  • Level 35: +1 Perk Point
  • Level 40: -20% RAM cost for hacking devices/vehicles
  • Level 45: +15% Control/Covert duration; +5% Combat hack damage
  • Level 50: +40% Overclock duration
  • Level 55: -10% Health loss during Overclock
  • Level 60: Overclock Mode: Reveals enemies (10m) & hacks through cover

How to Level Up Netrunner (Intelligence)

  • Looting Skill Shards from chests and enemies.
  • Use offensive, control, or covert quickhacks on enemies during combat.
  • Hack environmental objects, security cameras, and devices to distract enemies or trigger explosions.
  • Successfully jack into and hack Access Points (Data Terminals) using Breach Protocol.
  • Defeat enemies using Smart weapons or the Monowire.

Leveling Tips for the Dual Wield Build in Cyberpunk 2077

Here are a few general leveling tips for the Dual Wield Build in Cyberpunk 2077.


Perfect Start in Cyberpunk 2077

Here are the steps that I recommend taking with a new Cyberpunk 2077 playthrough.

Starter Build: You can also check out my Cyberpunk 2077 Starter Build that takes you from level 1 to level 15.

  1. Regular Start (Don’t skip ahead to Phantom Liberty).
  2. Immediately after the prologue, once you are out of your room and go downstairs before you enter the elevator.
    1. Weapon Vendor: Buy the Iconic pistol Dying Night.
    2. Coach Fred: Capacity Boosters (in case you get over capacity so you can still move).
  3. Buff Routine: Sleep & Shower. This gives you 20% Skill XP acquisition and Health Regen.
  4. Watson Clean Sweep (NCPD Missions):
    1. Watson is the first district you play in.
    2. Clearing all missions takes 1-2 hours. This will give you at least 10 levels, 15 Street Cred and over 150k Eddies Cash. 
    3. Loot all enemies and either disassemble for materials or sell them at the vendor for extra Eddies.
  5. Get the Fenrir SMG from the monk mission. This SMG is insanely good at the start because it often stuns enemies.
  6. Visit a Ripperdoc at level 10: After you have enough money, it’s time to get chromed up.
    1. Dynalar Sandevistan (Operating System): Sold from level 10. Slow motion for your pistols until the Militech “Falcon” unlocks at level 30.
    2. Reinforced Tendons (Legs): Allow you to double jump
    3. Kerenzikov (Nervous System): Slows Time by 60% for 2s.
    4. Synaptic Accelerator (Nervous System): Slows time by 20% for 2s when enemy detection reaches 50%.
    5. Whatever else you can fit!
  7. Time to start playing for real. The Pickup mission is waiting for you!

How to make Money

It is actually fairly easy to make money in Cyberpunk 2077. The best way to make money is to clear all the NCPD and Cyberpsycho missions in each district. As previously mentioned, clearing most of the Watson district NCPD mission alone already gives you approximately 150k Eddies Cash.


Upgrade Weapons

Cyberpunk 2077 Upgrade Weapons

This often gets overlooked, but you can upgrade early-game weapons in Cyberpunk 2077. Go to the crafting section, then move to the Upgrade tab. Here you can upgrade all weapons if you have the necessary crafting components.


Gear Scaling in Cyberpunk 2077

Gear scaling is automated in Cyberpunk 2077. The moment you reach a certain level, you will start finding more and more high-quality items. Meaning the faster you reach a higher level the sooner you will find better gear from chests or enemies. That counts for Gear, Weapons, Cyberware, Outfits, etc.

  • Tier 1: Level 1-9
  • Tier 2: Level 10-19
  • Tier 3: Level 20-29
  • Tier 4: Level 30-39
  • Tier 5: Level 40-44
  • Tier Iconic: Level 45-50

How to get Perk Points in Cyberpunk 2077

You need Perk Points to unlock additional Perks for the Dual Wield Build in Cyberpunk 2077. Perks are the bread and butter of any CP2077 Build, as they significantly enhance your power.

  1. You get one Perk Point per character level.
  2. Skill Progression awards you with Perk Points.
  3. You can farm up to 13 Perk Shards (10 base game, 3 Phantom Liberty DLC)

Perk Point per Character Level

Not much needs to be said here; leveling up gives you one extra Perk Point.

Skill Progression

Skill Progression Perk Points Cyberpunk 2077

This is often overlooked; the Skill Progression system also awards you Perk Points at 15 and 35. So you can get an additional 10 Perk Points from this.

Character menu > bottom right Skill Progression.

Perk Shards

There are 10 base-game Perk Shards and 3 Phantom Liberty DLC Perk Shards you can collect to earn additional perks in Cyberpunk 2077.

Read Guide: All 13 Perk Shard Locations in Cyberpunk 2077

Here is the full list, click on the hyperlink of each location to see images, it will send you to the full Cyberpunk 2077: Perk Shards Location Guide.

Shard # Exact Sub-Location District Nearest Fast Travel Point Source Content
1 Abandoned Warehouse A B C (Garages) Watson (Northside) Offshore Street Base Game
2 NCPD Scanner Alert (Car Trunk) Westbrook (Japantown) Dark Matter Base Game
3 Roadside Crash Site (Billboard/Drone) The Badlands Sunset Motel Base Game
4 Suspected Organized Crime Activity (NCPD) The Badlands Sunset Motel Base Game
5 Dead Maintenance Worker at Ventilation Shaft City Center (Corpo Plaza) Corpo Plaza Apartment Base Game
6 At Memorial Park, in a chest during NCPD Assault City Center (Corpo Plaza) Arasaka Tower Base Game
7 Gang Activity under Bridge (NCPD) Heywood (The Glen) Ventura & Skyline Base Game
8 Arasaka Park Entrance Building Upstairs Santo Domingo (Arroyo) Arasaka Industrial Park Base Game
9 Reported Crime Garage (NCPD) Santo Domingo (Rancho Coronado) Woodhaven Street Base Game
10 Riverside Garage (NCPD) Santo Domingo (Arroyo) Red Dirt Bar Base Game
11 “Dog Eat Dog” Starter Quest Dogtown Dogtown Entrance Phantom Liberty DLC
12 Red Van Junk Shop (Marcin) inside EBM Petrochem Stadium Dogtown EBM Petrochem Stadium Phantom Liberty DLC
13 Longshore Stacks below Jung Store behind cardboard Dogtown Longshore Stacks Phantom Liberty DLC


Dogtown Consumables (Phantom Liberty DLC)

During the starter quest of the Phantom Liberty DLC in Cyberpunk 2077 called “Dog Eat Dog” you eventually enter the marketplace area (You can also access the area later at any time). Here you can buy various new stuff that isn’t available in the base game.

Some vendors also sell permanent consumable upgrades, 12k each. Best you go talk to all the vendors in that area and see what they offer.

  • Bartender Shop: Dendritic Protoplasma Supplier permanent +1% Ram Recovery Rate.
  • Netrunner Shop: Dendritic Protoplasma Supplier permanent +2% Ram Recovery Rate.
    • Note: The items are called the same, but they both work, so you get a total of 3% Ram Recovery Rate.
  • Food Vendor: Prototype Pseudo Embryonic Cell Builder permanent +2 Health.
  • Meds Vendor: Prototype Pseudo Embryonic Cell Builder permanent +3 Health.
    • Note: The items are called the same, but they both work, so you get a total of +5 Health.
    • Note: You find the Meds vendor on the opposite side of the Netrunner Vendor in a hallway.
  • Food Vendor: Military-Grade Lactic Acid Recyclers: +1% Stamina Regen Rate.
  • Herold Weapon Vendor: Sells you all the Iconic Weapons you have missed during your playthrough.
  • Marcin/ Michal Kicinski Junk Vendor: 1 Perk Shard and 1 Progression Shard of each type.

Additionally, make sure to check all other vendors in Dogtown. For example at the Longshore Stacks fast travel point, you also have vendors that sell you permanent upgrades.


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